The hit sparks look so much better now! My only concern is how the characters blend in with the scenery quite a bit. Love the vibrant colors and the art, but this stood out.
a few have commented that they don't like the "dark" backgrounds,... I'm just commenting so I can say that I really like them personally. :D :D Also the dark character silhouettes in the air look so amazing. The visual art direction and music of this game is what I'm looking forward to the most. It feels so contemporary and at the same time for some reason it gives me hints of nostalgia of the golden PS1/PS2/Dreamcast era. Sure,.. here and there maybe things can be fine-tuned a little,... but judging by your taste I'm sure you will make the right decisions. And if not, things can still be adjusted post release with updates/patches i guess. Thank you for making this game.
Greetings Developers. I like what you have done with the place. Would it be possible to include an option that removes Hit effects? If not, would you be able to include an option to replace the hit effect with a Smoky effect? Similar to when blowing out a candle. Whatever you choose, I will be Happy and support your Project. Kind Regards. Patiently waiting for Beta or Early Access for over 5 Years.
Finally, a Sci-fi fighting game (Unless if you count Guilty Gear). We've had fighting games in the fantasy genre, steampunk, and even of the horror genre with Terrordome but there hasn't been really any sci-fi ones.
Its been quite a bit of time since we had more sci-fi fighters. All I can remember right now are Star Gladiator, Galaxy Fight, Cyberbots and more recently Punch Planet.
Best use of screen shake I've seen in a fighting game was whenever you land any OTG hits in X-Men vs. Street Fighter. You could use that as inspiration, I think that would go really hard.
I'm sure the devs will read the comments, here are my thoughts : Pros: - Game looks amazing visually! Well done dev team, kudos to you. - Combo system looks great (love the launch > combo stuff and the "infinites" in the corner) Cons: - The sound design of the actual hits might need some work IMO. The hits sound a little bit monotonous and hollow. - Some of the stages are a bit too dark (I understand it is an aesthetic choice, which is why the characters have glowing body parts. But people will not play stages where visibility is not clear) - The character designs look a little too similar to eachother My personal advice, something I personally look for in any game (fighting, FPS etc) is MOVEMENT MECHANICS. I think movement mechanics are such a vital and underlooked facet to a game and the best games have great movement mechanics. I want to dive kick, dash, air dash, teleport, roll behind people etc (I see a lot of this in your game already!) I am so excited to play this game, it looks phenomonal! Also, if you're looking for Beta-testers, your boy is right here 😏😂
The one thing tht bugs me a little is tht it seems as if all the attacks have a little vortex while hitting the enemy. Maybe it’s because it’s very little push back during combos. Idk. I’m use to that in alot of fighting games but all in all great fkn job.
Nice looking game, obviosly a lot is still a work in progress. But if I may ask the devs: What is your goal/grand vision with this game. The FGC is spoiled for choice right now with fighting games going through a boom, but I'm not asking for/about anything lofty rather how do u guys intend to carve a place for yourselves or stand out somehow? How do u envision your game being played and enjoyed? Sorry if the question is a little too deap, as a student of game design I'm just very curios
These are characters I have been writing about since I was a child, so being able to tell all of theirs stories through several games (not all fighting) would be a dream come true! As far as the plan for how we envision Coreupt plays out, honestly started out by putting a bunch of stuff we've been wanting to see in fighting games (which of course won't be everyone's flavor) and just want to see hype moments. One of the main reasons for having a ton of movement like, dashing/running/super jumps, is because hype moments I don't feel always coming from having crazy offense in fighting games. We showcase a lot of long combos in trailers but there are many ways to get out of those situations so it will be a lot of fun to see how people capitalize when that offensive window opens up! We also plan to put some decent prize money up for those who want to compete in Coreupt a little more seriously. Sorry for the long response LOL, hope this answers your question somewhat.
Ohhhhhh baby!!!! This game is getting better and better. Wolf looks great, Revolver is gonna be annoying lol, but of course the highlight for me is Vector!!! The new visuals and stages look amazing, and the new combo routes are crazy! Banger trailer as always we’re so close to the finish line.💖💖💖
Well it is an indie project. They dont have a bunch of huge investors to throw money at it which is actually good cause they would ruin the game anyway.
Que tal focar no shake dos chars ao invés da tela? Outra crítica é que as paletas dos personagens estão muito parecidas, e de forma geral muito escura. Dá pra melhorar. Fora isso, é um jogo de combos, o que limita o que se pode fazer com as personagens. Achei os combos aéreos muito altos. Fora isso, é difícil diferenciar skills de golpes já que nem sempre há efeitos que as distinguam. O cara da marreta está rápido demais
The shake will be adjusted as well as the lighting to brighten everything up. There is a burst mechanic that will make long combos like seen in the trailer pretty difficult to pull off.
Even now, as of 7/10/2024, the motion blur/screen shake is making me (and others) feel sick. Guys, you gotta tone it down. We play a lot of Tekken, SF, and MK, as well as BlazBlue, and nothing makes me feel sick, but this does. Half hour of this and I've got headache and motion sickness. PLEASE fix it because otherwise it's absolutely fantastic.
If only the background looked as cool as the characters. The game feels way too dark and the colours look drowned out. Hopefully we get multiple bursts per round; these repetitive combos makes me skip forward 10 seconds. Long combos are ok as long as they need resources or some unique situational setup.
I insist, the effects and sounds of the game are still very basic, the spectators should already have a complete beta, the game is nice, good graphics and movements, but it lacks the most polished effect, if you tell me, when we launch it to the public it will come with all those improvements, the marketing applied is a bit strange, they should already release something 100% real
Coreupt is a game in active development with a small team of less than 10 people. This is just a trailer showing updates as we continue to develop. We haven’t really started any “official” marketing campaign as we’re working towards a public demo to be able to get the feedback we need to get us closer to launch. Hopefully as we continue development and showing our progress you’ll see the polish you’re looking for. Thanks for the feedback 🙌🏾
dont mean to talk shit, indie devs making a fighting game is sick, but already i can see MANY problems coming from this trailer. 1: sound design is AWFUL. might not seem like a big deal, but sound design really affects how good landing hits feel. tbf, still early on so i will give you guys the benefit of the doubt and assume that this is just cause it's an early demo. 2: art style is too bland imo. i like the basic idea, of having a futuristic cyberpunk esque setting, but currently there's nothing really to separate it from others that look similar. i think some basic stuff you could do to fix this would be to make backgrounds brighter. one thing i've always loved about futuristic settings is the bright neon signs covering every corner, and i think this lacks that currently. i don't think stages being dark is bad, but add something to contrast them, like i mentioned prior. ignoring lighting, i think the stages also just lack any big landmarks to make them stick out. the best stages in fighting games imo tend to have a big point of interest that is the main thing you think of when you think of that stage. for example, that one boat stage in MKX, the bridge on baiken's stage on GGST, or that big statue on dhalism's stage on SF6. 2.5: character design is also pretty bland. pretty much all of these characters have nothing unique about them. you could toss them in any other futuristic setting and nobody could tell the difference. kinda hard to tell you how to fix this, because it depends on what YOU want the character to be. i am not the artist, i don't know what your vision of what these characters are, so i guess my only advice really would be to try to make it more obvious about what their archetypes are supposed to be. for example, you have one guy with a revolver, who seems to be a sorta futuristic cowboy or something. so maybe you could add some stuff to him to make that more obvious. like maybe give him a cowboy hat, make his revolver more look more like a western style one, give him one of those cape things, etc. you can add whatever, just add stuff to make him more unique, and make it more apparent who he is, and what his gameplay style will look like. 3: this next one can't really be changed, but i just wanna say that making a fighting game in unreal *might* be a really bad idea. most games i've played that are made in unreal tend to have really poor performance, especially if made by indie studios. this would already be a pretty big issue in any other game, but ESPECIALLY a fighting game. both players need to have solid performance, otherwise the entire game falls apart. again, not exactly an easy issue to fix, just something you need to make sure works good. gameplay wise and music wise, amazing work so far! nothing i noticed that seems bad about it. i don't mean to say all this to talk down to you guys btw, i'm not a game dev, and i understand that stuff like this isn't something that can be fixed easily, i just wanted to point out some stuff i noticed. anyways, looks pretty cool so far, looking forward to see what you guys do next.
Appreciate the time to say all of this but honestly this is why it's VERY difficult to show a fighting game in progress. A lot of things like audio design, arenas, lighting, animation, etc. are all very much so in development (that's why that message is at the bottom of the screen), but we like to update the people excited/waiting for Coreupt. We are a team of 6 and it is so awesome to have people compare us to games like GGST, MK11, SF6, Killer Instinct and we plan to deliver Coreupt packed with as much content as possible and make it really stand with the fighting games we get compared to a lot (which is a TON more work to go). Referring to the character Revolver, he's not a cowboy at all and nothing in his design is supposed to reflect that, I do think once VO work and animation clean up is applied maybe you'll get a better sense for the characters. Again appreciate the feedback, hopefully you will see some of your concerns addressed before our launch!
Great to see a new Fighting Game, as much as i love Tekken, Mortal Kombat, Soul Calibur, ect we need something fresh
@SupaRush I couldn't agree more
The hit sparks look so much better now! My only concern is how the characters blend in with the scenery quite a bit. Love the vibrant colors and the art, but this stood out.
a few have commented that they don't like the "dark" backgrounds,... I'm just commenting so I can say that I really like them personally. :D :D Also the dark character silhouettes in the air look so amazing. The visual art direction and music of this game is what I'm looking forward to the most. It feels so contemporary and at the same time for some reason it gives me hints of nostalgia of the golden PS1/PS2/Dreamcast era.
Sure,.. here and there maybe things can be fine-tuned a little,... but judging by your taste I'm sure you will make the right decisions. And if not, things can still be adjusted post release with updates/patches i guess. Thank you for making this game.
This looks AWESOME!!!!!!!!!! Can't wait to see more about the characters and world, and I absolutely cannot wait to play it!
Thank you so much!
Set brightness to: "The literal sun" if you want to see what's going on.
Looks amazing! Incredible work! The screen shake maybe is a little too much for me, but other than that seems like a great game!
Greetings Developers. I like what you have done with the place. Would it be possible to include an option that removes Hit effects? If not, would you be able to include an option to replace the hit effect with a Smoky effect? Similar to when blowing out a candle. Whatever you choose, I will be Happy and support your Project. Kind Regards. Patiently waiting for Beta or Early Access for over 5 Years.
Finally, a Sci-fi fighting game (Unless if you count Guilty Gear). We've had fighting games in the fantasy genre, steampunk, and even of the horror genre with Terrordome but there hasn't been really any sci-fi ones.
Its been quite a bit of time since we had more sci-fi fighters. All I can remember right now are Star Gladiator, Galaxy Fight, Cyberbots and more recently Punch Planet.
Might wanna tone down the screen shake. Animations have improved a lot from the earliest trailers to now though, and the stages are all amazing.
Thank you, and yeah screen shake will be adjusted before the beta.
Best use of screen shake I've seen in a fighting game was whenever you land any OTG hits in X-Men vs. Street Fighter. You could use that as inspiration, I think that would go really hard.
@@CoreuptUniverse I agree. Way too much screen shake. Had to rewatch on my desktop because I thought my phone wasn't loading it right.
Hopefully they can get some major backing like Lost Soul Aside did
I'm sure the devs will read the comments, here are my thoughts :
Pros:
- Game looks amazing visually! Well done dev team, kudos to you.
- Combo system looks great (love the launch > combo stuff and the "infinites" in the corner)
Cons:
- The sound design of the actual hits might need some work IMO. The hits sound a little bit monotonous and hollow.
- Some of the stages are a bit too dark (I understand it is an aesthetic choice, which is why the characters have glowing body parts. But people will not play stages where visibility is not clear)
- The character designs look a little too similar to eachother
My personal advice, something I personally look for in any game (fighting, FPS etc) is MOVEMENT MECHANICS. I think movement mechanics are such a vital and underlooked facet to a game and the best games have great movement mechanics. I want to dive kick, dash, air dash, teleport, roll behind people etc (I see a lot of this in your game already!)
I am so excited to play this game, it looks phenomonal! Also, if you're looking for Beta-testers, your boy is right here 😏😂
Thank you! All a work in progress
The one thing tht bugs me a little is tht it seems as if all the attacks have a little vortex while hitting the enemy. Maybe it’s because it’s very little push back during combos. Idk. I’m use to that in alot of fighting games but all in all great fkn job.
The trajectory of the air combos feel a little bit off imo, with a lower arc you could also add different kinds of air combos
I want this game coming to PS5 and Xbox Series S and X too, at launch
Nice looking game, obviosly a lot is still a work in progress.
But if I may ask the devs: What is your goal/grand vision with this game. The FGC is spoiled for choice right now with fighting games going through a boom, but I'm not asking for/about anything lofty rather how do u guys intend to carve a place for yourselves or stand out somehow? How do u envision your game being played and enjoyed?
Sorry if the question is a little too deap, as a student of game design I'm just very curios
These are characters I have been writing about since I was a child, so being able to tell all of theirs stories through several games (not all fighting) would be a dream come true! As far as the plan for how we envision Coreupt plays out, honestly started out by putting a bunch of stuff we've been wanting to see in fighting games (which of course won't be everyone's flavor) and just want to see hype moments. One of the main reasons for having a ton of movement like, dashing/running/super jumps, is because hype moments I don't feel always coming from having crazy offense in fighting games. We showcase a lot of long combos in trailers but there are many ways to get out of those situations so it will be a lot of fun to see how people capitalize when that offensive window opens up! We also plan to put some decent prize money up for those who want to compete in Coreupt a little more seriously. Sorry for the long response LOL, hope this answers your question somewhat.
Ohhhhhh baby!!!! This game is getting better and better. Wolf looks great, Revolver is gonna be annoying lol, but of course the highlight for me is Vector!!! The new visuals and stages look amazing, and the new combo routes are crazy! Banger trailer as always we’re so close to the finish line.💖💖💖
Thank you so much! We're almost there!
Absolutely gorgeous!
Thanks!
This could have been the MvC but Disney doesn't like money.
Music goes HARD
i've been following this progress for years...WHEN IS IT COMING OUT ALREADY LOL!!!!!!????
Well it is an indie project. They dont have a bunch of huge investors to throw money at it which is actually good cause they would ruin the game anyway.
@@classicbluehaha. Truer words have never been said.
So is this game going to have a combo breaker? Just asking with how long combos are.
Yeah, there are bursts (breakers) in the game. Most of these combos would be broken up in a serious match.
@@CoreuptUniverse dope man. Really looking forward to this game!
@@CoreuptUniverse in the future, could you consider making a video detailing some of the mechanics? I think that would be really nice to see.
@@1TribalChiefFan Will do!
Game looks great, but there's too much screen shake. Please tone it down a bit, thanks!
Imma main Revolver fr.
5 different kinds of weapons and attack methods, one sound
Yes, we are still in development and working on audio design. Just wanted to show an update trailer.
My ps5 is ready For this
Like what I see so far.....
Thank you!
It's looking very nice. Does this game do anything to prevent infinites?
Yes there is a burst (breaker) system that will prevent infinites.
Looking like killer instinct
Did this track make it to the final game? I' just purchased it recently and I've been trying to find it LOL 😂
How many characters will be at launch
There will be 11!
sweet @@CoreuptUniverse
I was expecting 17
This is like if UMvC3 and Killer Instinct had a child. Pretty cool. 👍 Maybe work on those hit sounds though. 😅
Thanks and got it!
Muay Thai Robot would be cool✌️
Wolf minha waifu
@teamcoreupt1349 Who do I need to connect with to contribute to the already amazing music?
What’s the song?
I'm trying to figure this out too.
Add Eve as DLC in this Two 2B as well
That would be awesome LOL
Que tal focar no shake dos chars ao invés da tela? Outra crítica é que as paletas dos personagens estão muito parecidas, e de forma geral muito escura. Dá pra melhorar. Fora isso, é um jogo de combos, o que limita o que se pode fazer com as personagens. Achei os combos aéreos muito altos. Fora isso, é difícil diferenciar skills de golpes já que nem sempre há efeitos que as distinguam. O cara da marreta está rápido demais
The shake will be adjusted as well as the lighting to brighten everything up. There is a burst mechanic that will make long combos like seen in the trailer pretty difficult to pull off.
visually the game looks amazing. but that screen shake got to go,
Yep, it will dramatically be adjusted before the beta!
@@CoreuptUniverse love to hear it
Even now, as of 7/10/2024, the motion blur/screen shake is making me (and others) feel sick. Guys, you gotta tone it down. We play a lot of Tekken, SF, and MK, as well as BlazBlue, and nothing makes me feel sick, but this does. Half hour of this and I've got headache and motion sickness. PLEASE fix it because otherwise it's absolutely fantastic.
If only the background looked as cool as the characters. The game feels way too dark and the colours look drowned out. Hopefully we get multiple bursts per round; these repetitive combos makes me skip forward 10 seconds. Long combos are ok as long as they need resources or some unique situational setup.
I insist, the effects and sounds of the game are still very basic, the spectators should already have a complete beta, the game is nice, good graphics and movements, but it lacks the most polished effect, if you tell me, when we launch it to the public it will come with all those improvements, the marketing applied is a bit strange, they should already release something 100% real
Coreupt is a game in active development with a small team of less than 10 people. This is just a trailer showing updates as we continue to develop. We haven’t really started any “official” marketing campaign as we’re working towards a public demo to be able to get the feedback we need to get us closer to launch. Hopefully as we continue development and showing our progress you’ll see the polish you’re looking for. Thanks for the feedback 🙌🏾
Looks alot like Warframe in trems of design. 🤣😂😭
dont mean to talk shit, indie devs making a fighting game is sick, but already i can see MANY problems coming from this trailer.
1: sound design is AWFUL. might not seem like a big deal, but sound design really affects how good landing hits feel. tbf, still early on so i will give you guys the benefit of the doubt and assume that this is just cause it's an early demo.
2: art style is too bland imo. i like the basic idea, of having a futuristic cyberpunk esque setting, but currently there's nothing really to separate it from others that look similar. i think some basic stuff you could do to fix this would be to make backgrounds brighter. one thing i've always loved about futuristic settings is the bright neon signs covering every corner, and i think this lacks that currently. i don't think stages being dark is bad, but add something to contrast them, like i mentioned prior. ignoring lighting, i think the stages also just lack any big landmarks to make them stick out. the best stages in fighting games imo tend to have a big point of interest that is the main thing you think of when you think of that stage. for example, that one boat stage in MKX, the bridge on baiken's stage on GGST, or that big statue on dhalism's stage on SF6.
2.5: character design is also pretty bland. pretty much all of these characters have nothing unique about them. you could toss them in any other futuristic setting and nobody could tell the difference. kinda hard to tell you how to fix this, because it depends on what YOU want the character to be. i am not the artist, i don't know what your vision of what these characters are, so i guess my only advice really would be to try to make it more obvious about what their archetypes are supposed to be. for example, you have one guy with a revolver, who seems to be a sorta futuristic cowboy or something. so maybe you could add some stuff to him to make that more obvious. like maybe give him a cowboy hat, make his revolver more look more like a western style one, give him one of those cape things, etc. you can add whatever, just add stuff to make him more unique, and make it more apparent who he is, and what his gameplay style will look like.
3: this next one can't really be changed, but i just wanna say that making a fighting game in unreal *might* be a really bad idea. most games i've played that are made in unreal tend to have really poor performance, especially if made by indie studios. this would already be a pretty big issue in any other game, but ESPECIALLY a fighting game. both players need to have solid performance, otherwise the entire game falls apart. again, not exactly an easy issue to fix, just something you need to make sure works good.
gameplay wise and music wise, amazing work so far! nothing i noticed that seems bad about it.
i don't mean to say all this to talk down to you guys btw, i'm not a game dev, and i understand that stuff like this isn't something that can be fixed easily, i just wanted to point out some stuff i noticed. anyways, looks pretty cool so far, looking forward to see what you guys do next.
Appreciate the time to say all of this but honestly this is why it's VERY difficult to show a fighting game in progress. A lot of things like audio design, arenas, lighting, animation, etc. are all very much so in development (that's why that message is at the bottom of the screen), but we like to update the people excited/waiting for Coreupt. We are a team of 6 and it is so awesome to have people compare us to games like GGST, MK11, SF6, Killer Instinct and we plan to deliver Coreupt packed with as much content as possible and make it really stand with the fighting games we get compared to a lot (which is a TON more work to go). Referring to the character Revolver, he's not a cowboy at all and nothing in his design is supposed to reflect that, I do think once VO work and animation clean up is applied maybe you'll get a better sense for the characters. Again appreciate the feedback, hopefully you will see some of your concerns addressed before our launch!
@@CoreuptUniversethanks for the response, excited to see what you guys do next